You could try a geometry shell. I’d even set the offset to 0. You’d use an opacity map for both the ‘robotic’ shell and the ‘human’ shell to mask out the other side. Then you could use separate shader definitions for each.

That idea was so intriguing, I had to try it out, so here’s a quick test render. The skin part uses the Skin lighting model (duh) while the metal parts use the Glossy Metallic lighting model. Lights are one of Lantios’ sets.

That looks to have worked reasonably well. Exporting to LuxRender, I’d make the robotic and skin parts separate materials and use a mix material to select between the two. I imagine you could set up a similar network in Shader Mixer to select between two DAZ Default Shaders as well, and it would probably render faster than the geometry shell trick. But the geometry shell is probably easier for most folks to configure.

I just got this model. Really impressive on paper , but I don’t understand how to use it , how to load the cyborg. I have Vicky 4 of course , and the alice morph , but I don’t understand what to do ...

Can somebody help me ?

Thanx a lot.

The product will work in Poser out of the box for the default V4 and the Alice 5 body shape (which you can pick for free at RDNA). To use it one default V4 body shape, you must use the utility poses to hide body parts and the inj morphs to make the visible parts of the body fit the cyborg parts.

AS always includes an extensive readme. Before using, it is often a good idea to read it. Especially if you are not familiar with using their products.

When you purchased, did you buy the actual cyborg parts? Sometimes buyer mistake texture and expansion packs for the original product.

That looks to have worked reasonably well. Exporting to LuxRender, I’d make the robotic and skin parts separate materials and use a mix material to select between the two. I imagine you could set up a similar network in Shader Mixer to select between two DAZ Default Shaders as well, and it would probably render faster than the geometry shell trick. But the geometry shell is probably easier for most folks to configure.

And the geometry shell method rendered pretty quick (that test render only took about two minutes to render, and that’s with one of Lantios’ lights sets AND a Shading Rate of 0.2)

I just got this model. Really impressive on paper , but I don’t understand how to use it , how to load the cyborg. I have Vicky 4 of course , and the alice morph , but I don’t understand what to do ...

Can somebody help me ?

Thanx a lot.

The product will work in Poser out of the box for the default V4 and the Alice 5 body shape (which you can pick for free at RDNA). To use it one default V4 body shape, you must use the utility poses to hide body parts and the inj morphs to make the visible parts of the body fit the cyborg parts.

AS always includes an extensive readme. Before using, it is often a good idea to read it. Especially if you are not familiar with using their products.

When you purchased, did you buy the actual cyborg parts? Sometimes buyer mistake texture and expansion packs for the original product.

What other problems are you having?

Ok, I trully an idiot. My Bro just gave me thé expension pack. I bought the model just à couple of minutes ago and it worked well.
Thx a lot.

You could try a geometry shell. I’d even set the offset to 0. You’d use an opacity map for both the ‘robotic’ shell and the ‘human’ shell to mask out the other side. Then you could use separate shader definitions for each.

That idea was so intriguing, I had to try it out, so here’s a quick test render. The skin part uses the Skin lighting model (duh) while the metal parts use the Glossy Metallic lighting model. Lights are one of Lantios’ sets.

That looks pretty nice. It is a shame that they have not updated the Almost Human version for DAZ (it looks pretty awesome!)

Now the model is complete , I’m having an other problem. When I’m trying to move the arm , or a leg , it seems to be locked with Inverse kinematic , but I verifyed in the menu , and the IK is off for the arm.

Can you help ?

It’s been few hours I’m looking for the solution , I read entirely the read me , but there is nothing about this problem.

I loaded the Vicky 4 base. Next I load the right arm implant. Next I injected the right morph to fit the collar. And next , I used the hide morph to hide the hand and the arm. Ok , all fits properly , I selected the body of V4 , and it takes the pose.

The problem is when I just want to move the arm. The hand looks blocked in the space, deformed when I move it.

When you have the cyborg selected; click on the Figure>Conform to.. (in the menu bar and choose V4 from the list of options. I’m on a new system and don’t have Poser installed yet or I’d post a screenshot.
Once that’s done; the arm should follow V4’s pose.